Base Class: Wizard
Wizard Arcane Tradition
The Dark Carnival crosses into numerous worlds of vast variety in its hungering path of entertainment and conquest. While many such planes are typically hospitable, there exists plenty with hostile denizens and/or dangerous environments. However, poor hostmanship does not easily disway the likes of the Dark Ringmaster from a Worldsoul ripe for the taking; and it just so happens he has attracted the attention of many talented seamstresses and seamsters in his travels who can weave a solution for such predicaments.
Masters of thread and arcane magic, Threadmages of the Dark Carnival work tirelessly to provide the right garments for every occasion. From making the tents flameproof to crafting warm coats in preparation for a frozen world, it is safe to assume almost every piece of cloth both magical and mundane can be traced back to these dedicated Darklings. Due to the exhaustive nature of their craft, their peers among the other Darklings know better than to make personal requests for risk tiring the Threadmages out; which, by association, would mean risking the Dark Ringmaster's scorn. Even so, the Threadmages make due from time to time and still manage to gift fantastical wardrobes for their beloved family.
Due to their strong strategic importance, Threadmages are among the most heavily guarded among the Dark Carnival. It is rare to find one without a Mageguard by their side, regardless of their level of talent or experience. Without their devotion, the Dark Carnival would face severe disadvantages when visiting potentially hostile environments; disadvantages that would force unnecessary destruction on the behalf of their bloodthirsty Patron.
Eccentric Quirks
One could meet any artist and find unique stitchings to their personality. The Threadmages of the Dark Carnival are absolutely no exception.
Eccentric Quirks
| d6 | Quirk |
|---|---|
| 1 | Every strand must be perfect. Every pattern must be intricate. There can be no errors. |
| 2 | I enjoy crafting garments for others, sometimes a little too much. |
| 3 | I get offended when others don't wear what I make them. |
| 4 | I am more pleased with the feel of texture rather than style. |
| 5 | When I am focused on my craft, good luck pulling me away. |
| 6 | I cannot say no to a request, even at the detriment of my health. |
Thread Magic Features
| Wizard Level | Feature |
|---|---|
| 2nd | Improved Mending, Threads of the Weave |
| 6th | The Strings That Bind |
| 10th | Spell and Comfort |
| 14th | Strands of Fate |
Improved Mending
When you choose this school at 2nd level, you gain a basic grasp on the intricate threads of the Weave. You learn the mending cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
When you cast mending, the casting time changes from 1 minute to 1 action.
Threads of The Weave
Your skilled hands become a boon for your casting. At 2nd level, you gain proficiency with Weaver's tools and may use them as an arcane focus for casting your wizard spells.
At the end of a long rest during which you created an outfit or garment that can be worn using your Weaver's tool (see pg. 85 of Xanathar's Guide to Everything for details), you can expend one spell slot of 1st level or higher. The outfit or garment becomes a magic item that requires attunement, granting a bonus to AC equal to the level of the expended spell slot (maximum of half your proficiency bonus, rounded down) to the wearer until you use this feature again, remove the magical properties as an action, or die. The spell slot that was expended in this way cannot be restored until the magical properties of the item are removed by you with this feature, dispelled, or the item is destroyed.
You can create a number of magic items with this feature equal to half your proficiency bonus (rounded down).
The Strings That Bind
Your control over the strands of your craft extends to aid allies. Starting at 6th level, abjuration spells you cast with a range of self can be cast with a range of 30 feet.
Additionally, abjuration spells with a casting time greater than 1 action take half as long to cast.
Spell and Comfort
At 10th level, the intricacies of your work are strung together with greater complexity so as to weather potential threats both magical and environmental. When you use your Threads of the Weave to make an item into a magic item, you may additionally imbue that item with the ability to grant resistance to either acid, fire, cold, or lightning damage to the wearer.
Strands of Fate
At 14th level, the many tireless days and nights spent perfecting the craft evolved into a masterful marriage of arcane and thread. Whenever you cast an abjuration spell of 1st level or higher, you may choose a creature or object that is not worn or carried you can see within 30 feet from the target of the spell.
If the creature is willing or is an object that is not worn or carried, it moves up to 20 feet in a direction and path of your choosing. If the creature targeted by this feature is unwilling, it must make a Dexterity saving throw equal to your spell save DC. On a failed save, the target moves up to 20 feet in a direction and path of your choosing.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Posted May 4, 2025That is not a problem. Thank you for letting me know.
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Posted May 3, 2025Hello. I appreciate you asking. I would request you keep any and all of my dnd beyond publishes out of your work as a very strong majority of them are either other people's ideas that I made on D&D Beyond for my own personal use, or made for a campaign specific use in mind. The only reason I hit publish on 90% of my works is so that the playgroup I DM for can see/possibly use them in our personal games.
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Posted May 2, 2025Hello. I am creating multiple homebrews that enable my players to reach 20th level is multiple classes and even multiple sub-classes of the same class. I am publishing these homebrew creations on D&D Beyond. I do not want to publish anything without the consent of the original creator. My inquiry is if I give you the credit for the creation, might I publish my homebrew? There are no worries if you do not want me to.
Thank You!